0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
361 lines
11 KiB
C++
361 lines
11 KiB
C++
/*************************************************************************/
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/* scene_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_MAIN_LOOP_H
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#define SCENE_MAIN_LOOP_H
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#include "core/io/multiplayer_api.h"
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#include "core/os/main_loop.h"
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#include "core/os/thread_safe.h"
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#include "core/self_list.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/world_2d.h"
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#include "scene/resources/world_3d.h"
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#undef Window
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class PackedScene;
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class Node;
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class Window;
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class Material;
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class Mesh;
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class SceneDebugger;
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class SceneTreeTimer : public Reference {
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GDCLASS(SceneTreeTimer, Reference);
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float time_left;
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bool process_pause;
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protected:
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static void _bind_methods();
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public:
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void set_time_left(float p_time);
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float get_time_left() const;
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void set_pause_mode_process(bool p_pause_mode_process);
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bool is_pause_mode_process();
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void release_connections();
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SceneTreeTimer();
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};
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class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
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GDCLASS(SceneTree, MainLoop);
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public:
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typedef void (*IdleCallback)();
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private:
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struct Group {
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Vector<Node *> nodes;
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//uint64_t last_tree_version;
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bool changed;
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Group() { changed = false; };
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};
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Window *root;
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uint64_t tree_version;
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float physics_process_time;
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float idle_process_time;
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bool accept_quit;
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bool quit_on_go_back;
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#ifdef DEBUG_ENABLED
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bool debug_collisions_hint;
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bool debug_navigation_hint;
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#endif
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bool pause;
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int root_lock;
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Map<StringName, Group> group_map;
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bool _quit;
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bool initialized;
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StringName tree_changed_name;
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StringName node_added_name;
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StringName node_removed_name;
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StringName node_renamed_name;
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int64_t current_frame;
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int64_t current_event;
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int node_count;
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#ifdef TOOLS_ENABLED
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Node *edited_scene_root;
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#endif
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struct UGCall {
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StringName group;
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StringName call;
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bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
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};
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//safety for when a node is deleted while a group is being called
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int call_lock;
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Set<Node *> call_skip; //skip erased nodes
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List<ObjectID> delete_queue;
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Map<UGCall, Vector<Variant>> unique_group_calls;
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bool ugc_locked;
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void _flush_ugc();
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_FORCE_INLINE_ void _update_group_order(Group &g, bool p_use_priority = false);
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void _update_listener();
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Array _get_nodes_in_group(const StringName &p_group);
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Node *current_scene;
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Color debug_collisions_color;
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Color debug_collision_contact_color;
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Color debug_navigation_color;
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Color debug_navigation_disabled_color;
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Ref<ArrayMesh> debug_contact_mesh;
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Ref<Material> navigation_material;
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Ref<Material> navigation_disabled_material;
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Ref<Material> collision_material;
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int collision_debug_contacts;
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void _change_scene(Node *p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
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List<Ref<SceneTreeTimer>> timers;
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///network///
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Ref<MultiplayerAPI> multiplayer;
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bool multiplayer_poll;
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void _network_peer_connected(int p_id);
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void _network_peer_disconnected(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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static SceneTree *singleton;
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friend class Node;
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void tree_changed();
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void node_added(Node *p_node);
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void node_removed(Node *p_node);
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void node_renamed(Node *p_node);
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Group *add_to_group(const StringName &p_group, Node *p_node);
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void remove_from_group(const StringName &p_group, Node *p_node);
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void make_group_changed(const StringName &p_group);
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void _notify_group_pause(const StringName &p_group, int p_notification);
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Variant _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void _flush_delete_queue();
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//optimization
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friend class CanvasItem;
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friend class Node3D;
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friend class Viewport;
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SelfList<Node>::List xform_change_list;
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#ifdef DEBUG_ENABLED // No live editor in release build.
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friend class LiveEditor;
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#endif
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enum {
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MAX_IDLE_CALLBACKS = 256
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};
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static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
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static int idle_callback_count;
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void _call_idle_callbacks();
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void _main_window_focus_in();
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void _main_window_close();
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void _main_window_go_back();
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//used by viewport
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void _call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input, Viewport *p_viewport);
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protected:
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void _notification(int p_notification);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = 2000
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};
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enum GroupCallFlags {
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GROUP_CALL_DEFAULT = 0,
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GROUP_CALL_REVERSE = 1,
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GROUP_CALL_REALTIME = 2,
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GROUP_CALL_UNIQUE = 4,
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GROUP_CALL_MULTILEVEL = 8,
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};
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_FORCE_INLINE_ Window *get_root() const { return root; }
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void call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
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void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
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void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
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void call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
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void notify_group(const StringName &p_group, int p_notification);
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void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
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void flush_transform_notifications();
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virtual void init();
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virtual bool iteration(float p_time);
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virtual bool idle(float p_time);
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virtual void finish();
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void set_auto_accept_quit(bool p_enable);
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void set_quit_on_go_back(bool p_enable);
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void quit(int p_exit_code = -1);
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_FORCE_INLINE_ float get_physics_process_time() const { return physics_process_time; }
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_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
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#ifdef TOOLS_ENABLED
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bool is_node_being_edited(const Node *p_node) const;
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#else
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bool is_node_being_edited(const Node *p_node) const { return false; }
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#endif
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void set_pause(bool p_enabled);
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bool is_paused() const;
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void set_camera(const RID &p_camera);
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RID get_camera() const;
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#ifdef DEBUG_ENABLED
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void set_debug_collisions_hint(bool p_enabled);
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bool is_debugging_collisions_hint() const;
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void set_debug_navigation_hint(bool p_enabled);
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bool is_debugging_navigation_hint() const;
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#else
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void set_debug_collisions_hint(bool p_enabled) {}
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bool is_debugging_collisions_hint() const { return false; }
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void set_debug_navigation_hint(bool p_enabled) {}
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bool is_debugging_navigation_hint() const { return false; }
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#endif
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void set_debug_collisions_color(const Color &p_color);
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Color get_debug_collisions_color() const;
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void set_debug_collision_contact_color(const Color &p_color);
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Color get_debug_collision_contact_color() const;
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void set_debug_navigation_color(const Color &p_color);
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Color get_debug_navigation_color() const;
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void set_debug_navigation_disabled_color(const Color &p_color);
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Color get_debug_navigation_disabled_color() const;
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Ref<Material> get_debug_navigation_material();
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Ref<Material> get_debug_navigation_disabled_material();
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Ref<Material> get_debug_collision_material();
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Ref<ArrayMesh> get_debug_contact_mesh();
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int get_collision_debug_contact_count() { return collision_debug_contacts; }
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int64_t get_frame() const;
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int64_t get_event_count() const;
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int get_node_count() const;
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void queue_delete(Object *p_object);
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void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
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bool has_group(const StringName &p_identifier) const;
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//void change_scene(const String& p_path);
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//Node *get_loaded_scene();
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void set_edited_scene_root(Node *p_node);
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Node *get_edited_scene_root() const;
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void set_current_scene(Node *p_scene);
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Node *get_current_scene() const;
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Error change_scene(const String &p_path);
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Error change_scene_to(const Ref<PackedScene> &p_scene);
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Error reload_current_scene();
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Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_pause = true);
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//used by Main::start, don't use otherwise
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void add_current_scene(Node *p_current);
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static SceneTree *get_singleton() { return singleton; }
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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//network API
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Ref<MultiplayerAPI> get_multiplayer() const;
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void set_multiplayer_poll_enabled(bool p_enabled);
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bool is_multiplayer_poll_enabled() const;
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void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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bool is_network_server() const;
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bool has_network_peer() const;
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int get_network_unique_id() const;
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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static void add_idle_callback(IdleCallback p_callback);
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//default texture settings
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SceneTree();
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~SceneTree();
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};
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VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
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#endif
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